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Silencher

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Everything posted by Silencher

  1. Hey all, First if this is the wrong forum let me know. I can't seem to find the script requests forum anymore. I'm looking for a script that would essentially allow me to use an event to open a screen similar to a shop screen that would have a list of items that are 'craftable' and then show the player what the ingredients are and what the stats of the items to be created are. I would like all types of items to be craftable, regular items, weapons, armor, etc. I would also like for there to be a way to add/remove the items that are craftable. I had a similar script for RMXP but now I'm looking for one for VX and I'm not sure that they use the same code(I'm pretty sure they don't) so, yeah.
  2. Yeah I'd be cool with you making it public release, I'd just love to see get it to work, and I have your script above main and AMS, it's below everything else. I also sent you a PM about a probably less complicated script too.
  3. I did, I'll try re-copying and pasting it to see if that fixes it and yeah, definitely, I'll drop you a PM as stuff comes up. I'm actually trying to do a warp spell, I have it working fine with eventing, but the issue is that it could potentially spoil upcoming towns. I'll include it here if you want to take a look and maybe guide me through how I could fix it. Ideally I'd like the menu to be longer, and for the warp point names to be either blank or ???? until the town has been visited. It would also be nice to know how to gray out 'warp' when it isn't available, such as when I'm inside of dungeons, I turn off the enablewarp switch. Basically the 'warp' spell calls a common event that first checks via conditional branch(hearafter referred to as CB) if warp is enabled. If not, then the event spits out a message and cancels. If so, it brings up a text box and choices list: Choose a town to warp to (Choice box: Town1, Town2,Town3,next). Anytime they choose a town, it pulls up CB:Is(X)townfound? if so: CB:Is (X) town accessible? if either of those are false, it tells them they haven't found or can't warp to that town. If both CBs are true, it teleports them to that town via a Transfer Player event. So yeah, the drawbacks to this are that first of all they might waste precious MP trying to use it when they can't, for whatever reason; the event way of doing it doesn't look particularly nice/professional; it could potentially spoil what future towns there are(although I suppose I could just make more CBs to only display certain towns at certain times but it would require a lot of reworking of both the common event and the project itself, like adding switches, etc.)
  4. As far as I know I'm not doing anything, but to be on the safe side I just used a call script to set the price mod to 1 when the game first starts, that seems to fix it no problem, so thanks a lot =)
  5. This seems to work fine so long as I put in the call script everytime. But after putting in the full script after main, if I go to a shop where I don't call the script it gives me an error message: Script 'PriceModifier' line20: TypeError occurred. nil can't be coerced into Fixnum. The line it references seems to be this one, so I'm not sure what the issue is. price = (@data[index].price * $game_party.price_modifier).to_i
  6. The price just raises at one particular shop because it's the 'black market' so I wanted the prices to be higher. Basically it's a shop for getting mid-game eq at near the beginning of the game. The increase in price is just to mitigate that basically. So it affects the entire shops' prices and is independent of certain times or if the player buys too many items or anything like that.
  7. You're right, the default does allow you to see the difference. In my game I had it evented so that if the players shopped at one particular shop, it increased the prices for that shop by 50%. I thought about just raising the prices but I realized if I did that that they could still sell the items for 75% of the normal price, which while it is still a loss is a little irritating. The other thing is just at every shop I have a conditional branch on whether or not the 1/2 off item is in the inventory, if it is, I call the script to reduce prices by 50%, then raise them back to normal after shop processing is complete. If you could tell me how to allow both of those, I'll just go ahead and cut out the script I posted above and do it that way, it sounds like the easiest way. So to summarize, I'd need to know how to 1) raise the price by 50%. 2) lower the price by 50%) and then 3) return the price to normal, which I can just insert after each of the raising/lowerings. Could you help me with that? I'd appreciate it, for sure.
  8. Hey all, I'm currently using the following script because it allows me to lower/raise prices by a certain percentage. I want this because I have an item in my game that allows for 1/2 off at all shops. This script does that just fine, but I have a pet peeve about not being able to see the difference(good or bad) in what is currently equipped on my actors and what is for sale in a shop. I have a few other scripts installed, the most major being the AMS. I'm looking for 1 of 2 things: 1) A brand new script that would allow me/the player to see the difference in stats and armor plus would also enable me to keep my 1/2 off item, and otherwise raise or lower my shop prices by a percentile. 2) A modification to the script below that would show the differences in current/new equipment while in the shop menu. If you could help, that would be really great. As a side note, I'm currently learning to program Java and I would like to eventually move on to Ruby. If you are willing to help 'mentor' me as I learn Ruby, can you shoot me a PM? thanks a bunch guys, Silencher
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